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authorRichard Grenville <[email protected]>2013-03-25 11:36:39 +0800
committerRichard Grenville <[email protected]>2013-03-25 11:36:39 +0800
commit47f7b4072200463557ff692d41bf621f6954604f (patch)
treeb4d5f4d84151cb6fb45bfceadecd0b038637185f
parente9ea554fa6f246cc17e578bb3af4c1f9847e57ad (diff)
downloadtdebase-47f7b4072200463557ff692d41bf621f6954604f.tar.gz
tdebase-47f7b4072200463557ff692d41bf621f6954604f.zip
Bug fix: GLX: Fix --inactive-dim & fix color inversion
- GLX backend: Fix broken --inactive-dim. - GLX backend: Fix bugs when inverting colors of windows. Thanks to madsy and neure for help. - GLX backend: Lift `glx_no_stencil` restriction from glx_init_blur(). It still probably won't work, but the user can try. - XRender backend: Use XRenderFillRectangles() instead of XRenderComposite() to do dimming.
-rw-r--r--common.h7
-rw-r--r--compton.c49
-rw-r--r--opengl.c136
3 files changed, 162 insertions, 30 deletions
diff --git a/common.h b/common.h
index 249ef92e8..e2af50f08 100644
--- a/common.h
+++ b/common.h
@@ -878,9 +878,6 @@ typedef struct _win {
// Dim-related members
/// Whether the window is to be dimmed.
bool dim;
- /// Picture for dimming. Affected by user-specified inactive dim
- /// opacity and window opacity.
- Picture dim_alpha_pict;
/// Whether to invert window color.
bool invert_color;
@@ -1642,6 +1639,10 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
GLfloat factor_center);
bool
+glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
+ GLfloat factor);
+
+bool
glx_render(session_t *ps, const glx_texture_t *ptex,
int x, int y, int dx, int dy, int width, int height, int z,
double opacity, bool neg, XserverRegion reg_tgt);
diff --git a/compton.c b/compton.c
index ccdd23d30..8fae58ce5 100644
--- a/compton.c
+++ b/compton.c
@@ -1192,16 +1192,6 @@ paint_preprocess(session_t *ps, win *list) {
if (w->shadow && !paint_isvalid(ps, &w->shadow_paint))
win_build_shadow(ps, w, 1);
-
- // Dimming preprocessing
- if (w->dim) {
- double dim_opacity = ps->o.inactive_dim;
- if (!ps->o.inactive_dim_fixed)
- dim_opacity *= get_opacity_percent(w);
-
- w->dim_alpha_pict = get_alpha_pict_d(ps, dim_opacity);
- }
-
}
if ((to_paint && WMODE_SOLID == w->mode)
@@ -1562,10 +1552,38 @@ win_paint_win(session_t *ps, win *w, XserverRegion reg_paint) {
free_picture(ps, &pict);
// Dimming the window if needed
- if (BKEND_XRENDER == ps->o.backend
- && w->dim && w->dim_alpha_pict != ps->alpha_picts[0]) {
- XRenderComposite(ps->dpy, PictOpOver, ps->black_picture,
- w->dim_alpha_pict, ps->tgt_buffer, 0, 0, 0, 0, x, y, wid, hei);
+ if (w->dim) {
+ double dim_opacity = ps->o.inactive_dim;
+ if (!ps->o.inactive_dim_fixed)
+ dim_opacity *= get_opacity_percent(w);
+
+ switch (ps->o.backend) {
+ case BKEND_XRENDER:
+ {
+ unsigned short cval = 0xffff * dim_opacity;
+
+ // Premultiply color
+ XRenderColor color = {
+ .red = 0, .green = 0, .blue = 0, .alpha = cval,
+ };
+
+ XRectangle rect = {
+ .x = x,
+ .y = y,
+ .width = wid,
+ .height = hei,
+ };
+
+ XRenderFillRectangles(ps->dpy, PictOpOver, ps->tgt_buffer, &color,
+ &rect, 1);
+ }
+ break;
+#ifdef CONFIG_VSYNC_OPENGL
+ case BKEND_GLX:
+ glx_dim_dst(ps, x, y, wid, hei, ps->glx_z - 0.7, dim_opacity);
+ break;
+#endif
+ }
}
}
@@ -2584,7 +2602,6 @@ add_win(session_t *ps, Window id, Window prev) {
.prop_shadow = -1,
.dim = false,
- .dim_alpha_pict = None,
.invert_color = false,
.invert_color_force = UNSET,
@@ -4174,6 +4191,8 @@ usage(void) {
"--blur-background-fixed\n"
" Use fixed blur strength instead of adjusting according to window\n"
" opacity.\n"
+ "--blur-background-exclude condition\n"
+ " Exclude conditions for background blur.\n"
"--invert-color-include condition\n"
" Specify a list of conditions of windows that should be painted with\n"
" inverted color. Resource-hogging, and is not well tested.\n"
diff --git a/opengl.c b/opengl.c
index 3f1f419b7..45f7b5f32 100644
--- a/opengl.c
+++ b/opengl.c
@@ -194,7 +194,6 @@ glx_init_blur(session_t *ps) {
if (ps->o.glx_no_stencil) {
printf_errf("(): I'm afraid blur background won't work so well without "
"stencil buffer support.");
- return false;
}
// Build shader
@@ -738,6 +737,37 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
return true;
}
+bool
+glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
+ GLfloat factor) {
+ // It's possible to dim in glx_render(), but it would be over-complicated
+ // considering all those mess in color negation and modulation
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glColor4f(0.0f, 0.0f, 0.0f, factor);
+
+ glBegin(GL_QUADS);
+
+ {
+ GLint rdx = dx;
+ GLint rdy = ps->root_height - dy;
+ GLint rdxe = rdx + width;
+ GLint rdye = rdy - height;
+
+ glVertex3i(rdx, rdy, z);
+ glVertex3i(rdxe, rdy, z);
+ glVertex3i(rdxe, rdye, z);
+ glVertex3i(rdx, rdye, z);
+ }
+
+ glEnd();
+
+ glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
+ glDisable(GL_BLEND);
+
+ return true;
+}
+
/**
* @brief Render a region with texture data.
*/
@@ -750,16 +780,23 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
return false;
}
+ const bool argb = (GLX_TEXTURE_FORMAT_RGBA_EXT ==
+ ps->glx_fbconfigs[ptex->depth]->texture_fmt);
+ bool dual_texture = false;
+
+ // It's required by legacy versions of OpenGL to enable texture target
+ // before specifying environment. Thanks to madsy for telling me.
+ glEnable(ptex->target);
+
// Enable blending if needed
- if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
- ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
+ if (opacity < 1.0 || argb) {
glEnable(GL_BLEND);
// Needed for handling opacity of ARGB texture
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- // This is all weird, but X Render is using premulitplied ARGB format, and
+ // This is all weird, but X Render is using premultiplied ARGB format, and
// we need to use those things to correct it. Thanks to derhass for help.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(opacity, opacity, opacity, opacity);
@@ -772,11 +809,68 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_COPY_INVERTED);
}
- // Blending color negation
+ // ARGB texture color negation
+ else if (argb) {
+ dual_texture = true;
+
+ // Use two texture stages because the calculation is too complicated,
+ // thanks to madsy for providing code
+ // Texture stage 0
+ glActiveTexture(GL_TEXTURE0);
+
+ // Negation for premultiplied color: color = A - C
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+
+ // Pass texture alpha through
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+
+ // Texture stage 1
+ glActiveTexture(GL_TEXTURE1);
+ glEnable(ptex->target);
+ glBindTexture(ptex->target, ptex->texture);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+
+ // Modulation with constant factor
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_ALPHA);
+
+ // Modulation with constant factor
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
+
+ glActiveTexture(GL_TEXTURE0);
+ }
+ // RGB blend color negation
else {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
- glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
+
+ // Modulation with constant factor
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+
+ // Modulation with constant factor
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
}
@@ -807,8 +901,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects);
}
- glEnable(ptex->target);
glBindTexture(ptex->target, ptex->texture);
+ if (dual_texture) {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(ptex->target, ptex->texture);
+ glActiveTexture(GL_TEXTURE0);
+ }
glBegin(GL_QUADS);
@@ -833,16 +931,23 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", i, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
#endif
- glTexCoord2f(rx, ry);
+#define P_TEXCOORD(cx, cy) { \
+ if (dual_texture) { \
+ glMultiTexCoord2f(GL_TEXTURE0, cx, cy); \
+ glMultiTexCoord2f(GL_TEXTURE1, cx, cy); \
+ } \
+ else glTexCoord2f(cx, cy); \
+}
+ P_TEXCOORD(rx, ry);
glVertex3i(rdx, rdy, z);
- glTexCoord2f(rxe, ry);
+ P_TEXCOORD(rxe, ry);
glVertex3i(rdxe, rdy, z);
- glTexCoord2f(rxe, rye);
+ P_TEXCOORD(rxe, rye);
glVertex3i(rdxe, rdye, z);
- glTexCoord2f(rx, rye);
+ P_TEXCOORD(rx, rye);
glVertex3i(rdx, rdye, z);
}
@@ -861,6 +966,13 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
glDisable(GL_COLOR_LOGIC_OP);
glDisable(ptex->target);
+ if (dual_texture) {
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(ptex->target, 0);
+ glDisable(ptex->target);
+ glActiveTexture(GL_TEXTURE0);
+ }
+
return true;
}